Not with a poncho you can't!
It's the Good, The Bad, and the Super Mutant.
edited 5th Apr '17 3:22:25 PM by EchoingSilence
Didn't WestWorld sort of take some of the wind off of your enjoyment of this sort of game? I know it did for me.
Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.Haven't even watched Westworld.
Plus I'm in film classes, we've been talking about how the Western is a racist genre that nowadays is only populated by deconstructions of the Western or outright pariodic comedies of it.
So, needless to say, if that can't ruin my enjoyment of the Western feel. Enh.
Seems that your film class needs to watch some Rich Hall.
His "Rich Hall's How the West Was Lost" paints a far more nuanced picture of the Western movie than you seem to have encountered. And it's pretty funny in places too. Particularly in the opening bit, which seems strangely more applicable all of a sudden.
http://www.imdb.com/title/tt1248282/
It isn't just a racist genre by any means.
Well racist by today's standards and all that.
We had some exciting times over at the Fort. I could not, of course, kill Benny, and I certainly wasn't going to just walk away and let him be crucified, though I did quickly stop to rescue the Legion's spy from being attacked by Omertas thugs. Gotta protect everyone, people, but it probably worked out for the best anyway: she thinks she's working for the NCR and passes her information to Captain Curtis, a spy I had already exposed back when I first arrived in Vegas. Vulpes doesn't seem to know, though, so let's not tip him off and just hope Martina is a bit more savvy in future.
But back to Benny. I only had the one Stealth Boy on me, and I didn't care to keep the main quest on hold for much longernote , so it was a bit of a challenge to get him out. Well, alive, but the mercy's kind of lost on you if you just outright let him die the moment you give him the stealth boy. I lost him in the chaos, but I think he made it out — couldn't see any semi-visible corpses. The dogs tried to attack him, but I distracted them via the old tried and true method of punching them all in the face to clear his getaway. Fortunately my fists are weaker than American mustard, so no harm done.
The Fort was easy enough, though. I had some time to prepare, after all. The real awkward rescue, a few levels back. See, when you first arrive at the Silver Rush — and this was something I'd completely forgotten — they turn a guy to goo. Now, you can intervene, but the fun facts about Silver Rush thugs, they carry a bit of a punch early on, there's two always just near the entrance to the Strip and right by the entrance to the Kings, and finally, when you first go in, there are a lot of them. Did get the guy out, though, since they do immediately all fire at you and only you when you intrude, yes. Just glad I'd already started Heartache By the Numbers, didn't want to have to rush back in there, let me tell you.
So has anyone heard of the fan-made project called Fallout of Nevada? It's a Russian total conversion mod for Fallout 2, supposedly even bigger than the base game and with a recently released English translation. It seems to be somewhat of a prequel to Fallout 2 in terms of the story.
It's available for download here: https://drive.google.com/uc?id=0BzY6pWP_El5bZjdOd1FEb0U2bGM&export=download
I had a though, would a fallout game set in Texas count as east coast or west coast?
edited 27th Aug '17 9:32:56 AM by Kaiseror
Gulf Coast. And if you asked a Texan, they'd probably just say it counted as Texas.
I am a texan, I was asking because west coast is interplay's territory while east is bethesda's.
Bethesda sux.
Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.With the franchise being 20 years old today and Steam giving away the first game for free, I decided to snatch up a copy myself and in the process dusted off a "stuff I'd mod into the game if I could" notes file.
Some F2 stuff for you guys to chew on.
- Traits
- Chem Resistant
- Aside from its regular effects, also amplifies both positive and negative effects of drinks, except for the radiation dosage from drinking Gamma Gulp Beer and Röntgen Rum. See below for details.
- Aside from its regular effects, also provides immunity to drug overdose and dampens both positive and negative effects of drinks, except for the radiation dosage from drinking Gamma Gulp Beer and Röntgen Rum. See below for details.
- Bloody Mess
- Aside from forcing overkill animations, it also has the following effects:
- Positive: increases critical hit severity for everyone in combat, as if everyone had the Better Criticals perk. For the player, this stacks with Better Criticals, resulting in every single critical having a 40% chance of instantly killing the target.
- Negative: multiplies critical hit chance by 10x for everyone, as if everyone had Sniper and Slayer. Coupled with the increased critical hit severity, this makes combat insanely lethal. Combine with Jinxed at your own peril!
- Aside from forcing overkill animations, it also has the following effects:
- Chem Resistant
- Perks (aside from their unmodded effects)
- Living Anatomy
- Doubles crit chance for knife- and spear-type throwing weapons, but only when thrown.
- Demolition Expert
- Doubles crit chance for grenades.
- Rad Resistance
- Reduces radiation dosage from consumables. See below for details.
- Living Anatomy
- Items
- Small Guns
- Tommy Gun damage upped to just below that of an Assault Rifle.
- M3A1 damage upped to just above that of an Assault Rifle.
- Big Guns
- Bozar retooled into a top-tier sniper rifle.
- Has a single-shot mode in addition to burst-fire.
- Burst-fire mode now fires three-round bursts instead of 15-round ones.
- Ammo capacity reduced from 30 to 15, allowing it to be able to fire five bursts before having to reload.
- Bozar retooled into a top-tier sniper rifle.
- Energy Weapons
- Laser Rifle uses the regular rifle animation instead of the heavy rifle animation while not wielded by mutants.
- Throwing Weapons
- All knife-type weapons can be thrown, not just Throwing Knives.
- All thrown weapons get an innate 5x crit chance modifier when thrown. Stacks with Living Anatomy/Demolition Expert, essentially making those perks the throwing weapon equivalents of Sniper/Slayer.
- Ammo
- HN AP Needler cartridges are actually armor-piercing instead of merely double damage.
- .45 ammo is better against lightly-armored targets than 5mm.
- Consumables
- Nuka Cola
- Immediate effect: restores 10 HP
- With Chem Resistant: restores 5 HP
- With Chem Reliant: restores 20 HP
- 30 minutes later: reduces poison level
- Immediate effect: restores 10 HP
- Beer
- Immediate effect: restores 10 HP, -1 Perception for 30 minutes
- With Chem Resistant: restores 5 HP, no Perception penalty
- With Chem Reliant: restores 20 HP, -1 Perception for 1 hour
- 30 minutes later: reduces poison level
- Immediate effect: restores 10 HP, -1 Perception for 30 minutes
- Gamma Gulp Beer
- Immediate effect: restores 15 HP, -1 Perception for 30 minutes
- With Chem Resistant: restores 7 HP, no Perception penalty
- With Chem Reliant: restores 30 HP, -1 Perception for 1 hour
- Long-term effect: +1 radiation per hour per bottle drunk for three days. Not affected by radiation-resistant armor, but Rad-X nullifies the radiation for the next 48 hours and the Rad Resistance perk provides complete immunity.
- Immediate effect: restores 15 HP, -1 Perception for 30 minutes
- Booze
- Immediate effect: -2 Perception for 30 minutes
- With Chem Resistant: -1 Perception for 30 minutes
- With Chem Reliant: -2 Perception for 1 hour
- 5 minutes later: +1 Action Points per bottle, stackable (Endurance / 3) times. Lasts for 20 minutes.
- With Chem Resistant: stackable only (Endurance / 4) times. Only kicks in 10 minutes after drinking, lasts for 10 minutes.
- With Chem Reliant: stackable (Endurance / 2) times. Lasts for 50 minutes.
- Immediate effect: -2 Perception for 30 minutes
- Röntgen Rum
- Immediate effect: -2 Perception for 30 minutes
- With Chem Resistant: -1 Perception for 30 minutes
- With Chem Reliant: -2 Perception for 1 hour
- 5 minutes later: +1 Action Points per bottle, stackable (Endurance / 3) times.
- With Chem Resistant: stackable only (Endurance / 4) times.
- With Chem Reliant: stackable (Endurance / 2) times.
- Long-term effect: +2 radiation per hour per bottle drunk for three days. Not affected by radiation-resistant armor, but Rad-X halves the radiation dosage for the next 48 hours, Rad Resistance halves it permanently and having both nullifies it completely.
- Immediate effect: -2 Perception for 30 minutes
- Super Stimpaks' rebound effect is much stronger (-25 HP) and can be overdosed very easily.
- It is now possible to overdose on Buffout, Mentats, Psycho or Jet.
- Without Chem Resistant:
- If the rebound reduces any of the primary stats boosted by the chem to zero, the subject rolls to Endurance.
- If the roll fails, the subject drops dead on the spot.
- If the roll succeeds, the subject rolls to Endurance again.
- If this second roll fails, a random primary stat boosted by the chem is permanently reduced by 1.
- With Chem Resistant, Overdose is never fatal and the stat reduction is avoided as well with a successful Luck roll.
- The stat reduction infinitely stacks, making it gradually easier to overdose in the future. However, a player character with a Doctor skill of over 100% can gradually remove the stat reduction one point at a time.
- Without Chem Resistant:
- Nuka Cola
- Small Guns
- Locations
- Den
- Flick regularly stocks Throwing Knives.
- Vault City
- All guards and some of the random encounter patrols near the city are armed with Laser Rifles instead of Assault Rifles. Thus it is possible to acquire one at this point, but ammo's going to be a problem because no vendor sells microfusion cells at this point.
- Happy Harry regularly stocks Frag Grenades.
- Randal regularly stocks Small Energy Cells.
- The exploit of entering combat and running past the guards outside the Vault to get in without real citizenship papers no longer works: if the guards see you enter the Vault, they follow you in, force-initiate dialogue and kick you back out. Do that again and they confiscate your Day Pass; do it a third time OR turn out to have Fake Citizenship Papers instead of a Day Pass and they turn hostile. If you can obtain a Stealth Boy from somewhere and have a decent Sneaking skill, you can attempt to sneak past them - but if they see you leaving afterwards, they act as if they already caught you once, ie. take your Day Pass.
- Broken Hills
- Marcus is initially packing a Bozar, not a Minigun.
- New Reno
- Salvatore's guards start with their Laser Pistols holstered and in their inventory instead of in-hand. This allows you to steal one for yourself, but only once: as soon as you nab one, the remaining guards all equip theirs, making them impossible to steal.
- Delivering a laser pistol to Eldridge results in him beginning to sell Laser Pistols a week later and laser rifles a month later, provided that Algernon is still alive.
- Algernon reworked. Instead of straight-up change-one-item-into-another, he works with the following recipes:
- 1 upgradable weapon + 1 piece of Junk = 1 upgraded weapon
- 1 full stack of JHP ammo -> 1 full stack of equivalent AP ammo
- 1 full stack of flamethrower fuel + 5 bottles of any alcohol except Beer = 1 full stack of enhanced flamethrower fuel
- Algernon can no longer make .44 Magnum speedloaders, Hunting Rifle scopes and FN FAL night scopes, only Eldridge can. However, Algernon can now turn FN FALs into FN FAL HPFAs.
- Algernon can upgrade some armor types:
- 1 Metal Armor + 3 pieces of Junk -> Metal Armor MK II
- 1 Metal Armor MK II + 40 Small Energy Cells -> Tesla Armor
- 1 Combat Armor + 2 piece of Junk -> Combat Armor MKII
- 1 Power Armor + 3 bottles of Röntgen Rum -> Hardened Power Armor
- Sierra Army Depot
- The armory contains an XL70E3, allowing early enough access to this weapon for it to be actually usable.
- Navarro
- Does not appear on the world map unless you either locate it via the Gecko reactor terminal or are told the location by Matt (the Brotherhood guy in San Francisco). Random encounters with Enclave patrols still take place in the area.
- If you're not told by Matt that Navarro receives new recruits all the time, you cannot bullshit your way through the front door without a fight by claiming to be a recruit in order to convince Chris to tell you the password.
- As long as the base is not alerted, the armory will restock ammo and plasma grenades every week.
- If the base IS alerted, everyone on the same level will immediately beeline to your position instead of standing still.
- Completely neutralizing Navarro by killing everyone on both levels and destroying all turrets outside is rewarded with 50,000 XP. However, there are consequences for doing so:
- The next time you enter Navarro, there will be a force of 30+ Enclave soldiers occupying the base and they will attack you on sight.
- Enclave kill-teams start harassing you in random encounters.
- Enclave troopers appear in Klamath, the Den, New Reno and Redding, patrolling over each town map. They attack you on sight, respawn weekly and shortly after you leave the town, an Enclave kill-team will ambush you in a special encounter.
- These will keep happening until you neutralize the Oil Rig, at which point the town occupations and special encounters will stop.
- Den
How's this? Would this make the game even more fun?
You can put that stuff in a folider,the mark up works on here
New theme music also a boxThe first game is currently free on steam right now, only for today Sept 30th.
edited 30th Sep '17 3:47:35 PM by Memers
Also, while I was rifling through the wiki today, I found out about the S'Lanter and went "WTF that's actually a really awesome concept; damn shame they didn't use it".
Ohhhhhhhhh
could be related to Project Louisiana,although he's not with Obsidian any more..
Or it could be related to New Vegas,a HD remake,maybe?
edited 8th Oct '17 2:46:00 PM by Ultimatum
New theme music also a boxI saw the Facebook post, but I've been trying to ignore it in my head because being shockingly surprised by the announcement of a new Fallout game is a vastly preferable action to breaking down in tears as Avellone reveals "Ya, I'm really gonna enjoy that board game they're doing."
Though for what it's worth, a HD remake really doesn't interest me (unless, of course, it adds completely new, substantial content unseen in the original game). That's assuming said remake wouldn't just be New Vegas given a slight tweak and ported to next-gen consoles, which would for me really just amount to very slightly inflating my Steam library.
edited 8th Oct '17 3:07:51 PM by Lavaeolus
Chris Avellone isn't with Obsidian in the sense that he's been writing for a bunch of games, each with a different company (Torment: Tides of Numenera with inXile, Prey (2017) with Arkane Studios, Divinity: Original Sin 2 with Larian), but I don't doubt that he'd come back for Fallout.
edited 8th Oct '17 7:14:01 PM by Unsung
New Vegas needs something. I haven't installed it on my latest computer, but I've heard it doesn't play nice with Win 10 at all. So an HD remake ported to the current gen of everything would at least be good for fixing that. Maybe.
If Oblivion can do that sort of thing for Skyrim, I'm sure they could float it for Fallout. Though, they probably won't. Skyrim was the latest TES. New Vegas isn't the latest FO.
Once you patch it and get the few unofficial patches, as well as the memory patches, it runs ok. It does tend to crash after a couple of hours as it still hasn't QUITE got the system sensibility to clear its cache.
Also, fast travel plays merry hell with it each time.
I'm about ready to give up on it though - Ruddy. Honest Hearts is boring.
Note to self: 5-mil JHP not being able to punch through Hardened Power Armor doesn't mean a Minigun can't crit you for 658 damage.
Update: okay, now this is fucking bullshit. Super mutant with a laser rifle deals a knockdown crit. Second mutant with a plasma rifle brings me down to 1 HP. I get up, heal back up to 120+ health with stimpacks. Next turn, mutant with laser rifle deals another knockdown crit. Second mutant fires plasma rifle that one crits too. And before that, I had a minigun-armed one doing zero damage turn after turn, then suddenly gibbing me from halfway across the map to -141 HP.
It's nothing but crit, crit, crit, crit, crit, crit, crit, crit, crit, crit, crit, crit and crit after fucking crit - while I haven't rolled a single crit myself throughout about six full mags of minigun ammo expended. And no, I don't have Sniper because I'm three levels short of the requirement and don't have any quests left to get there with.
edited 15th Oct '17 10:23:14 AM by amitakartok
That's why you should always dump the physical abilities in favour of INT, CHA, and LUCK.
Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.Is this the original Fallout? What are your SPECIAL stats? What's your Big Guns score?
Crits are supposed to defeat armour. That's what they represent— hitting a vulnerable point, or the sheer amount of firepower chewing through armour. And the way the game's combat system works, if your chance-to-hit is considerably higher than 100%, that basically guarantees a crit. That goes for enemies, too. The violent instakills might not seem like anything special now, but they were a big part of the game's appeal back in the day. Reload your save, kite enemies around the map so you can run down their AP while keeping in cover, and aim for limbs and eyes.
Hell, you can do that in the unmodded game just fine.